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using Google.Protobuf;
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using Google.Protobuf.WellKnownTypes;
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using ServerCore;
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using ServerBase;
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using ServerCommon;
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using ServerCommon.BusinessLogDomain;
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using MetaAssets;
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namespace GameServer;
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//인터렉션 로직에 대한 정보를 저장후 처리
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public class BattleObjectInteractionLogicHandler
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{
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public BattleObjectInteractionLogicHandler(string userGuid, string userNickname, string interactionAnchorGuid, string roomId)
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{
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m_user_guid = userGuid;
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m_interaction_anchor_guid = interactionAnchorGuid;
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m_interaction_log_info.m_interaction_anchor_guid = interactionAnchorGuid;
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m_interaction_log_info.m_interaction_user_guid = userGuid;
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m_interaction_log_info.m_interaction_user_nickname = userNickname;
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m_interaction_log_info.m_room_id = roomId;
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}
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public string m_user_guid { get; } = string.Empty;
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public string m_interaction_anchor_guid { get; } = string.Empty;
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public BattleObjectMetaData m_battle_object_meta { get; set; } = new(new BattleObjectMetaDataMutable());
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public BattleInstancesObject m_battle_object { get; set; } = new BattleObjectEmpty();
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public bool m_is_combat_pod { get; set; } = false; //true : 전달 받은 anchor_guid 가 combat pod을 의미한다.
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public BattleObjectPodCombat? m_pod_combat { get; set; } = null;
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public bool m_is_need_combat_pod_noti { get; set; } = false;
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public List<BattleInstancesObject> m_need_noti_objects { get; set; } = new(); //인터렉션시 종속적으로상태가 같이 바뀌는 object들은 여기에 넣어서 나중에 noti 보낼때 사용
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public DateTime m_object_active_time { get; set; } = DateTimeHelper.Current;
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public BattleObjectInteractionLogInfo m_interaction_log_info { get; set; } = new();
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}
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